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    posted a message on Allowing Actor models to bleedthrough spell effects?

    When you say tone down, what do you mean? Like making them more transparent? I've tried using the actor event "set opacity" with little success. Honestly though, it's not so much just one or two effects.. This is only a problem when all three heroes are blasting all their cooldowns at the same time towards the end of the game, which is only about 2% of total game time i would estimate.

    I'm gonna look into the halo effect, thanks for the tip.

    Posted in: Miscellaneous Development
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    posted a message on Allowing Actor models to bleedthrough spell effects?

    Hello, I've recently come to realize that in my map; occasionally so many spells and abilities are cast at the same time that it will completely cover up the hero's actor model, making it impossible to know where you are and to target any other enemies within the spell effects as well.

    It's not a "huge" problem, but towards the end of the game it starts to get bad at times. Is there any way to make specific actor models "ghost" through spell effects? I don't want the model to just be rendered on top of them or anything, I was more or less thinking of a red outline or silhouette around the hero and boss units, so that you can still see the spell effects but also know where you and other units are within the spell effects.

    Any help would be greatly appreciated.

    Posted in: Miscellaneous Development
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    posted a message on Text Tags for Damage
    Quote from zifoon: Go

    @ezbeats: Go

    Na no fighting. I just don't like people who don't want to answer 1 + 1 + 1 after they are taught what 1 + 1 is. Nothing personal.

    Honestly you were acting like a douche from the very first post you made on this thread. You may *think* you are god's gift to galaxy edit but really you are not. Learn some humility.

    Posted in: Miscellaneous Development
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    posted a message on UI still not working z.z
    Quote from Forge_User_03903326: Go

    @Hakuzen: Go You are right that I missed the fact that you were talking about rendering dialogs below UI elements.

    The answer to that question is no. But if you want to add a background border image to an UI element you can do so by adding an image frame in the sc2layout file and position this to be right behind the UI element and set the border image on that frame.

    Hope that this answers your question correctly.

    Ps. If someone does find a method to place a dialog behind an UI element I will be interested in the method.

    Yeah, I have some whacky placement of my UI and for that reason using dialogs would have been a far less time consuming and far more ideal way of doing the background frames.. But after messing with it for 4 hours today, I just gave up and used the .sc2layout image frame method.. Thanks though for answering the question, even though the answer is kinda depressing =P

    PS: Every time I have some sort of weird issue with galaxyedit and google it, half the time one of your posts or a post that you reply'd on pops up.. So thanks and keep up the awesome work here!

    Posted in: UI Development
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    posted a message on UI still not working z.z
    Quote from Forge_User_03903326: Go

    I got kept busy with RL stuff. Didn't have much time to check the forums sadly.

    Let's see...... Think there is a AcceptMouse, or MouseAccept setting which enables/disables the capturing of mouseclicks.... well <RenderPriority val="1"/> should place them below it.... I know that there is a problem with the inventory stuff... somehow the game repositions them itself, so adjusting the positions of it has no effect. don t know about the game clock, never looked into that one.

    I'm having the same problem. Helral you misunderstood the question and gave an irrelevant answer two times on two different threads. What He (And I) are talking about is getting *Dialogs* to render below the custom UI elements (.sc2layout). Not a frame in the .sc2layout, but an actual dialog created in the trigger editor. Your solution has no basis on the problem and I'm hoping now that i've made that clear you may know the proper way to accomplish this?

    Posted in: UI Development
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